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https://gitlab.com/veloren/veloren.git
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Merge branch 'zesterer/small-fixes' into 'master'
Zesterer/small fixes See merge request veloren/veloren!1190
This commit is contained in:
commit
446923f7d8
@ -42,6 +42,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Training dummy items
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- Added spin attack for axe
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- Creature specific stats
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- Minimap compass
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### Changed
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|
@ -4,7 +4,7 @@ use crate::{
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vol::{BaseVol, ReadVol},
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};
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use hashbrown::hash_map::DefaultHashBuilder;
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use rand::{thread_rng, Rng};
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use rand::prelude::*;
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use std::iter::FromIterator;
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use vek::*;
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@ -56,6 +56,18 @@ impl From<Path<Vec3<i32>>> for Route {
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fn from(path: Path<Vec3<i32>>) -> Self { Self { path, next_idx: 0 } }
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}
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pub struct TraversalConfig {
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/// The distance to a node at which node is considered visited.
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pub node_tolerance: f32,
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/// The slowdown factor when following corners.
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/// 0.0 = no slowdown on corners, 1.0 = total slowdown on corners.
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pub slow_factor: f32,
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/// Whether the agent is currently on the ground.
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pub on_ground: bool,
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/// The distance to the target below which it is considered reached.
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pub min_tgt_dist: f32,
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}
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impl Route {
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pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
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@ -70,91 +82,228 @@ impl Route {
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vol: &V,
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pos: Vec3<f32>,
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vel: Vec3<f32>,
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traversal_tolerance: f32,
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traversal_cfg: TraversalConfig,
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) -> Option<(Vec3<f32>, f32)>
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where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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let next0 = self
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.next(0)
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.unwrap_or_else(|| pos.map(|e| e.floor() as i32));
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let next1 = self.next(1).unwrap_or(next0);
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if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
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None
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} else {
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let next_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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if pos.xy().distance_squared(next_tgt.xy()) < traversal_tolerance.powf(2.0)
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&& next_tgt.z - pos.z < 0.2
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&& next_tgt.z - pos.z > -2.2
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let (next0, next1, next_tgt, be_precise) = loop {
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let next0 = self
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.next(0)
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.unwrap_or_else(|| pos.map(|e| e.floor() as i32));
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// Stop using obstructed paths
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if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
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return None;
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}
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let diagonals = [
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(0, 1),
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Vec2::new(-1, 1),
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Vec2::new(-1, 0),
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Vec2::new(-1, -1),
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Vec2::new(0, -1),
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Vec2::new(1, -1),
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];
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let next1 = self.next(1).unwrap_or(next0);
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let be_precise = diagonals.iter().any(|pos| {
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!walkable(vol, next0 + Vec3::new(pos.x, pos.y, 0))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -1))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -2))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, 1))
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});
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let next0_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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let next1_tgt = next1.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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let next_tgt = next0_tgt;
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// Maybe skip a node (useful with traversing downhill)
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let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
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next0_tgt
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} else {
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next1_tgt
|
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};
|
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|
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// Determine whether we're close enough to the next to to consider it completed
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let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
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if dist_sqrd < traversal_cfg.node_tolerance.powf(2.0) * if be_precise { 0.25 } else { 1.0 }
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&& (pos.z - closest_tgt.z > 1.2 || (pos.z - closest_tgt.z > -0.2 && traversal_cfg.on_ground))
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&& (pos.z - closest_tgt.z < 1.2 || (pos.z - closest_tgt.z < 2.9 && vel.z < -0.05))
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&& vel.z <= 0.0
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// Only consider the node reached if there's nothing solid between us and it
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&& vol
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.ray(pos + Vec3::unit_z() * 0.5, next_tgt + Vec3::unit_z() * 0.5)
|
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.ray(pos + Vec3::unit_z() * 1.5, closest_tgt + Vec3::unit_z() * 1.5)
|
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.until(|block| block.is_solid())
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.cast()
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.0
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> pos.distance(next_tgt) * 0.9
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> pos.distance(closest_tgt) * 0.9
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&& self.next_idx < self.path.len()
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{
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// Node completed, move on to the next one
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self.next_idx += 1;
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} else {
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// The next node hasn't been reached yet, use it as a target
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break (next0, next1, next_tgt, be_precise);
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}
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};
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let line = LineSegment2 {
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start: pos.xy(),
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end: pos.xy() + vel.xy() * 100.0,
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};
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let align = |block_pos: Vec3<i32>| {
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(0..2)
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.map(|i| (0..2).map(move |j| Vec2::new(i, j)))
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.flatten()
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.map(|rpos| block_pos + rpos)
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.map(|block_pos| {
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let block_posf = block_pos.xy().map(|e| e as f32);
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let proj = line.projected_point(block_posf);
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let clamped = proj.clamped(
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block_pos.xy().map(|e| e as f32),
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block_pos.xy().map(|e| e as f32),
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);
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(proj.distance_squared(clamped), clamped)
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})
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.min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
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.unwrap()
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.1
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};
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let cb = CubicBezier2 {
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start: pos.xy(),
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ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_else(Vec2::zero),
|
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ctrl1: align(next0),
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end: align(next1),
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};
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let tgt2d = cb.evaluate(0.5);
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let tgt = Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z;
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let tgt_dir = (tgt - pos)
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.xy()
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.try_normalized()
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.unwrap_or_else(Vec2::unit_y);
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let next_dir = cb
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.evaluate_derivative(0.5)
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.try_normalized()
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.unwrap_or(tgt_dir);
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//let vel_dir = vel.xy().try_normalized().unwrap_or(Vec2::zero());
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//let avg_dir = (tgt_dir * 0.2 + vel_dir *
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// 0.8).try_normalized().unwrap_or(Vec2::zero()); let bearing =
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// Vec3::<f32>::from(avg_dir * (tgt - pos).xy().magnitude()) + Vec3::unit_z() *
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// (tgt.z - pos.z);
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Some((
|
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tgt - pos,
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next_dir
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.dot(vel.xy().try_normalized().unwrap_or_else(Vec2::zero))
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.max(0.0)
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* 0.75
|
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+ 0.25,
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))
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fn gradient(line: LineSegment2<f32>) -> f32 {
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let r = (line.start.y - line.end.y) / (line.start.x - line.end.x);
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if r.is_nan() { 100000.0 } else { r }
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}
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fn intersect(a: LineSegment2<f32>, b: LineSegment2<f32>) -> Option<Vec2<f32>> {
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let ma = gradient(a);
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let mb = gradient(b);
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let ca = a.start.y - ma * a.start.x;
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let cb = b.start.y - mb * b.start.x;
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if (ma - mb).abs() < 0.0001 || (ca - cb).abs() < 0.0001 {
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None
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} else {
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let x = (cb - ca) / (ma - mb);
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let y = ma * x + ca;
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Some(Vec2::new(x, y))
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}
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}
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// We don't always want to aim for the centre of block since this can create
|
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// jerky zig-zag movement. This function attempts to find a position
|
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// inside a target block's area that aligned nicely with our velocity.
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// This has a twofold benefit:
|
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//
|
||||
// 1. Entities can move at any angle when
|
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// running on a flat surface
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//
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// 2. We don't have to search diagonals when
|
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// pathfinding - cartesian positions are enough since this code will
|
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// make the entity move smoothly along them
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let corners = [
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Vec2::new(0, 0),
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(0, 1),
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Vec2::new(0, 0), // Repeated start
|
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];
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let vel_line = LineSegment2 {
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start: pos.xy(),
|
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end: pos.xy() + vel.xy() * 100.0,
|
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};
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let align = |block_pos: Vec3<i32>, precision: f32| {
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let lerp_block =
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|x, precision| Lerp::lerp(x, block_pos.xy().map(|e| e as f32), precision);
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(0..4)
|
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.filter_map(|i| {
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let edge_line = LineSegment2 {
|
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start: lerp_block(
|
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(block_pos.xy() + corners[i]).map(|e| e as f32),
|
||||
precision,
|
||||
),
|
||||
end: lerp_block(
|
||||
(block_pos.xy() + corners[i + 1]).map(|e| e as f32),
|
||||
precision,
|
||||
),
|
||||
};
|
||||
intersect(vel_line, edge_line).filter(|intersect| {
|
||||
intersect
|
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.clamped(
|
||||
block_pos.xy().map(|e| e as f32),
|
||||
block_pos.xy().map(|e| e as f32 + 1.0),
|
||||
)
|
||||
.distance_squared(*intersect)
|
||||
< 0.001
|
||||
})
|
||||
})
|
||||
.min_by_key(|intersect: &Vec2<f32>| {
|
||||
(intersect.distance_squared(vel_line.end) * 1000.0) as i32
|
||||
})
|
||||
.unwrap_or_else(|| {
|
||||
(0..2)
|
||||
.map(|i| (0..2).map(move |j| Vec2::new(i, j)))
|
||||
.flatten()
|
||||
.map(|rpos| block_pos + rpos)
|
||||
.map(|block_pos| {
|
||||
let block_posf = block_pos.xy().map(|e| e as f32);
|
||||
let proj = vel_line.projected_point(block_posf);
|
||||
let clamped = lerp_block(
|
||||
proj.clamped(
|
||||
block_pos.xy().map(|e| e as f32),
|
||||
block_pos.xy().map(|e| e as f32),
|
||||
),
|
||||
precision,
|
||||
);
|
||||
|
||||
(proj.distance_squared(clamped), clamped)
|
||||
})
|
||||
.min_by_key(|(d2, _)| (d2 * 1000.0) as i32)
|
||||
.unwrap()
|
||||
.1
|
||||
})
|
||||
};
|
||||
|
||||
let bez = CubicBezier2 {
|
||||
start: pos.xy(),
|
||||
ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_default() * 1.0,
|
||||
ctrl1: align(next0, 1.0),
|
||||
end: align(next1, 1.0),
|
||||
};
|
||||
|
||||
// Use a cubic spline of the next few targets to come up with a sensible target
|
||||
// position. We want to use a position that gives smooth movement but is
|
||||
// also accurate enough to avoid the agent getting stuck under ledges or
|
||||
// falling off walls.
|
||||
let next_dir = bez
|
||||
.evaluate_derivative(0.85)
|
||||
.try_normalized()
|
||||
.unwrap_or_default();
|
||||
let straight_factor = next_dir
|
||||
.dot(vel.xy().try_normalized().unwrap_or(next_dir))
|
||||
.max(0.0)
|
||||
.powf(2.0);
|
||||
|
||||
let bez = CubicBezier2 {
|
||||
start: pos.xy(),
|
||||
ctrl0: pos.xy() + vel.xy().try_normalized().unwrap_or_default() * 1.0,
|
||||
ctrl1: align(
|
||||
next0,
|
||||
(1.0 - if (next0.z as f32 - pos.z).abs() < 0.25 && !be_precise {
|
||||
straight_factor
|
||||
} else {
|
||||
0.0
|
||||
})
|
||||
.max(0.1),
|
||||
),
|
||||
end: align(next1, 1.0),
|
||||
};
|
||||
|
||||
let tgt2d = bez.evaluate(if (next0.z as f32 - pos.z).abs() < 0.25 {
|
||||
0.25
|
||||
} else {
|
||||
0.5
|
||||
});
|
||||
let tgt = if be_precise {
|
||||
next_tgt
|
||||
} else {
|
||||
Vec3::from(tgt2d) + Vec3::unit_z() * next_tgt.z
|
||||
};
|
||||
|
||||
Some((
|
||||
tgt - pos,
|
||||
// Control the entity's speed to hopefully stop us falling off walls on sharp corners.
|
||||
// This code is very imperfect: it does its best but it can still fail for particularly
|
||||
// fast entities.
|
||||
straight_factor * traversal_cfg.slow_factor + (1.0 - traversal_cfg.slow_factor),
|
||||
))
|
||||
.filter(|(bearing, _)| bearing.z < 2.1)
|
||||
}
|
||||
}
|
||||
|
||||
@ -178,41 +327,64 @@ impl Chaser {
|
||||
pos: Vec3<f32>,
|
||||
vel: Vec3<f32>,
|
||||
tgt: Vec3<f32>,
|
||||
min_dist: f32,
|
||||
traversal_tolerance: f32,
|
||||
traversal_cfg: TraversalConfig,
|
||||
) -> Option<(Vec3<f32>, f32)>
|
||||
where
|
||||
V: BaseVol<Vox = Block> + ReadVol,
|
||||
{
|
||||
let pos_to_tgt = pos.distance(tgt);
|
||||
|
||||
if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared() < min_dist.powf(2.0) {
|
||||
// If we're already close to the target then there's nothing to do
|
||||
if ((pos - tgt) * Vec3::new(1.0, 1.0, 2.0)).magnitude_squared()
|
||||
< traversal_cfg.min_tgt_dist.powf(2.0)
|
||||
{
|
||||
self.route = None;
|
||||
return None;
|
||||
}
|
||||
|
||||
let bearing = if let Some(end) = self.route.as_ref().and_then(|r| r.path().end().copied()) {
|
||||
let end_to_tgt = end.map(|e| e as f32).distance(tgt);
|
||||
if end_to_tgt > pos_to_tgt * 0.3 + 5.0 || thread_rng().gen::<f32>() < 0.005 {
|
||||
// If the target has moved significantly since the path was generated then it's
|
||||
// time to search for a new path. Also, do this randomly from time
|
||||
// to time to avoid any edge cases that cause us to get stuck. In
|
||||
// theory this shouldn't happen, but in practice the world is full
|
||||
// of unpredictable obstacles that are more than willing to mess up
|
||||
// our day. TODO: Come up with a better heuristic for this
|
||||
if end_to_tgt > pos_to_tgt * 0.3 + 5.0
|
||||
/* || thread_rng().gen::<f32>() < 0.005 */
|
||||
{
|
||||
None
|
||||
} else {
|
||||
self.route
|
||||
.as_mut()
|
||||
.and_then(|r| r.traverse(vol, pos, vel, traversal_tolerance))
|
||||
.and_then(|r| r.traverse(vol, pos, vel, traversal_cfg))
|
||||
// In theory this filter isn't needed, but in practice agents often try to take
|
||||
// stale paths that start elsewhere. This code makes sure that we're only using
|
||||
// paths that start near us, avoiding the agent doubling back to chase a stale
|
||||
// path.
|
||||
.filter(|(bearing, _)| bearing.xy()
|
||||
.magnitude_squared() < 1.75f32.powf(2.0)
|
||||
&& thread_rng().gen::<f32>() > 0.025)
|
||||
}
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
// TODO: What happens when we get stuck?
|
||||
if let Some(bearing) = bearing {
|
||||
Some(bearing)
|
||||
if let Some((bearing, speed)) = bearing {
|
||||
Some((bearing, speed))
|
||||
} else {
|
||||
// Only search for a path if the target has moved from their last position. We
|
||||
// don't want to be thrashing the pathfinding code for targets that
|
||||
// we're unable to access!
|
||||
if self
|
||||
.last_search_tgt
|
||||
.map(|last_tgt| last_tgt.distance(tgt) > pos_to_tgt * 0.15 + 5.0)
|
||||
.unwrap_or(true)
|
||||
|| self.astar.is_some()
|
||||
|| self.route.is_none()
|
||||
{
|
||||
let (start_pos, path) = find_path(&mut self.astar, vol, pos, tgt);
|
||||
// Don't use a stale path
|
||||
if start_pos.distance_squared(pos) < 4.0f32.powf(2.0) {
|
||||
self.route = path.map(Route::from);
|
||||
} else {
|
||||
@ -225,6 +397,24 @@ impl Chaser {
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
||||
fn walkable<V>(vol: &V, pos: Vec3<i32>) -> bool
|
||||
where
|
||||
V: BaseVol<Vox = Block> + ReadVol,
|
||||
{
|
||||
vol.get(pos - Vec3::new(0, 0, 1))
|
||||
.map(|b| b.is_solid() && b.get_height() == 1.0)
|
||||
.unwrap_or(false)
|
||||
&& vol
|
||||
.get(pos + Vec3::new(0, 0, 0))
|
||||
.map(|b| !b.is_solid())
|
||||
.unwrap_or(true)
|
||||
&& vol
|
||||
.get(pos + Vec3::new(0, 0, 1))
|
||||
.map(|b| !b.is_solid())
|
||||
.unwrap_or(true)
|
||||
}
|
||||
|
||||
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
||||
fn find_path<V>(
|
||||
astar: &mut Option<Astar<Vec3<i32>, DefaultHashBuilder>>,
|
||||
@ -235,19 +425,7 @@ fn find_path<V>(
|
||||
where
|
||||
V: BaseVol<Vox = Block> + ReadVol,
|
||||
{
|
||||
let is_walkable = |pos: &Vec3<i32>| {
|
||||
vol.get(*pos - Vec3::new(0, 0, 1))
|
||||
.map(|b| b.is_solid() && b.get_height() == 1.0)
|
||||
.unwrap_or(false)
|
||||
&& vol
|
||||
.get(*pos + Vec3::new(0, 0, 0))
|
||||
.map(|b| !b.is_solid())
|
||||
.unwrap_or(true)
|
||||
&& vol
|
||||
.get(*pos + Vec3::new(0, 0, 1))
|
||||
.map(|b| !b.is_solid())
|
||||
.unwrap_or(true)
|
||||
};
|
||||
let is_walkable = |pos: &Vec3<i32>| walkable(vol, *pos);
|
||||
let get_walkable_z = |pos| {
|
||||
let mut z_incr = 0;
|
||||
for _ in 0..32 {
|
||||
@ -291,23 +469,23 @@ where
|
||||
Vec3::new(0, 0, -1), // Downwards
|
||||
];
|
||||
|
||||
let walkable = [
|
||||
is_walkable(&(pos + Vec3::new(1, 0, 0))),
|
||||
is_walkable(&(pos + Vec3::new(-1, 0, 0))),
|
||||
is_walkable(&(pos + Vec3::new(0, 1, 0))),
|
||||
is_walkable(&(pos + Vec3::new(0, -1, 0))),
|
||||
];
|
||||
// let walkable = [
|
||||
// is_walkable(&(pos + Vec3::new(1, 0, 0))),
|
||||
// is_walkable(&(pos + Vec3::new(-1, 0, 0))),
|
||||
// is_walkable(&(pos + Vec3::new(0, 1, 0))),
|
||||
// is_walkable(&(pos + Vec3::new(0, -1, 0))),
|
||||
// ];
|
||||
|
||||
const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
|
||||
(Vec3::new(1, 1, 0), [0, 2]),
|
||||
(Vec3::new(-1, 1, 0), [1, 2]),
|
||||
(Vec3::new(1, -1, 0), [0, 3]),
|
||||
(Vec3::new(-1, -1, 0), [1, 3]),
|
||||
(Vec3::new(1, 1, 1), [0, 2]),
|
||||
(Vec3::new(-1, 1, 1), [1, 2]),
|
||||
(Vec3::new(1, -1, 1), [0, 3]),
|
||||
(Vec3::new(-1, -1, 1), [1, 3]),
|
||||
];
|
||||
// const DIAGONALS: [(Vec3<i32>, [usize; 2]); 8] = [
|
||||
// (Vec3::new(1, 1, 0), [0, 2]),
|
||||
// (Vec3::new(-1, 1, 0), [1, 2]),
|
||||
// (Vec3::new(1, -1, 0), [0, 3]),
|
||||
// (Vec3::new(-1, -1, 0), [1, 3]),
|
||||
// (Vec3::new(1, 1, 1), [0, 2]),
|
||||
// (Vec3::new(-1, 1, 1), [1, 2]),
|
||||
// (Vec3::new(1, -1, 1), [0, 3]),
|
||||
// (Vec3::new(-1, -1, 1), [1, 3]),
|
||||
// ];
|
||||
|
||||
DIRS.iter()
|
||||
.map(move |dir| (pos, dir))
|
||||
@ -331,24 +509,26 @@ where
|
||||
.unwrap_or(true)))
|
||||
})
|
||||
.map(move |(pos, dir)| pos + dir)
|
||||
.chain(
|
||||
DIAGONALS
|
||||
.iter()
|
||||
.filter(move |(dir, [a, b])| {
|
||||
is_walkable(&(pos + *dir)) && walkable[*a] && walkable[*b]
|
||||
})
|
||||
.map(move |(dir, _)| pos + *dir),
|
||||
)
|
||||
};
|
||||
|
||||
let crow_line = LineSegment2 {
|
||||
start: startf.xy(),
|
||||
end: endf.xy(),
|
||||
// .chain(
|
||||
// DIAGONALS
|
||||
// .iter()
|
||||
// .filter(move |(dir, [a, b])| {
|
||||
// is_walkable(&(pos + *dir)) && walkable[*a] &&
|
||||
// walkable[*b] })
|
||||
// .map(move |(dir, _)| pos + *dir),
|
||||
// )
|
||||
};
|
||||
|
||||
let transition = |a: &Vec3<i32>, b: &Vec3<i32>| {
|
||||
let crow_line = LineSegment2 {
|
||||
start: startf.xy(),
|
||||
end: endf.xy(),
|
||||
};
|
||||
|
||||
// Modify the heuristic a little in order to prefer paths that take us on a
|
||||
// straight line toward our target. This means we get smoother movement.
|
||||
1.0 + crow_line.distance_to_point(b.xy().map(|e| e as f32)) * 0.025
|
||||
+ (b.z - a.z - 1).max(0) as f32 * 3.0
|
||||
+ (b.z - a.z - 1).max(0) as f32 * 10.0
|
||||
};
|
||||
let satisfied = |pos: &Vec3<i32>| pos == &end;
|
||||
|
||||
|
@ -16,6 +16,7 @@ impl Spiral2d {
|
||||
impl Iterator for Spiral2d {
|
||||
type Item = Vec2<i32>;
|
||||
|
||||
#[allow(clippy::erasing_op)]
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
let layer_size = (self.layer * 8 + 4 * self.layer.min(1) - 4).max(1);
|
||||
if self.i >= layer_size {
|
||||
|
@ -31,9 +31,9 @@ impl Body {
|
||||
pub fn base_accel(&self) -> f32 {
|
||||
match self {
|
||||
Body::Humanoid(_) => 100.0,
|
||||
Body::QuadrupedSmall(_) => 80.0,
|
||||
Body::QuadrupedSmall(_) => 85.0,
|
||||
Body::QuadrupedMedium(_) => 180.0,
|
||||
Body::BirdMedium(_) => 70.0,
|
||||
Body::BirdMedium(_) => 80.0,
|
||||
Body::FishMedium(_) => 50.0,
|
||||
Body::Dragon(_) => 250.0,
|
||||
Body::BirdSmall(_) => 75.0,
|
||||
@ -41,7 +41,7 @@ impl Body {
|
||||
Body::BipedLarge(_) => 120.0,
|
||||
Body::Object(_) => 40.0,
|
||||
Body::Golem(_) => 130.0,
|
||||
Body::Critter(_) => 65.0,
|
||||
Body::Critter(_) => 85.0,
|
||||
Body::QuadrupedLow(_) => 120.0,
|
||||
}
|
||||
}
|
||||
|
@ -3,11 +3,11 @@ use crate::{
|
||||
self,
|
||||
agent::Activity,
|
||||
item::{tool::ToolKind, ItemKind},
|
||||
Agent, Alignment, CharacterState, ChatMsg, ControlAction, Controller, Loadout, MountState,
|
||||
Ori, Pos, Scale, Stats, Vel,
|
||||
Agent, Alignment, Body, CharacterState, ChatMsg, ControlAction, Controller, Loadout,
|
||||
MountState, Ori, PhysicsState, Pos, Scale, Stats, Vel,
|
||||
},
|
||||
event::{EventBus, ServerEvent},
|
||||
path::Chaser,
|
||||
path::{Chaser, TraversalConfig},
|
||||
state::{DeltaTime, Time},
|
||||
sync::{Uid, UidAllocator},
|
||||
terrain::TerrainGrid,
|
||||
@ -38,9 +38,11 @@ impl<'a> System<'a> for Sys {
|
||||
ReadStorage<'a, Stats>,
|
||||
ReadStorage<'a, Loadout>,
|
||||
ReadStorage<'a, CharacterState>,
|
||||
ReadStorage<'a, PhysicsState>,
|
||||
ReadStorage<'a, Uid>,
|
||||
ReadExpect<'a, TerrainGrid>,
|
||||
ReadStorage<'a, Alignment>,
|
||||
ReadStorage<'a, Body>,
|
||||
WriteStorage<'a, Agent>,
|
||||
WriteStorage<'a, Controller>,
|
||||
ReadStorage<'a, MountState>,
|
||||
@ -62,9 +64,11 @@ impl<'a> System<'a> for Sys {
|
||||
stats,
|
||||
loadouts,
|
||||
character_states,
|
||||
physics_states,
|
||||
uids,
|
||||
terrain,
|
||||
alignments,
|
||||
bodies,
|
||||
mut agents,
|
||||
mut controllers,
|
||||
mount_states,
|
||||
@ -78,6 +82,8 @@ impl<'a> System<'a> for Sys {
|
||||
alignment,
|
||||
loadout,
|
||||
character_state,
|
||||
physics_state,
|
||||
body,
|
||||
uid,
|
||||
agent,
|
||||
controller,
|
||||
@ -90,6 +96,8 @@ impl<'a> System<'a> for Sys {
|
||||
alignments.maybe(),
|
||||
&loadouts,
|
||||
&character_states,
|
||||
&physics_states,
|
||||
bodies.maybe(),
|
||||
&uids,
|
||||
&mut agents,
|
||||
&mut controllers,
|
||||
@ -126,7 +134,8 @@ impl<'a> System<'a> for Sys {
|
||||
// and so can afford to be less precise when trying to move around
|
||||
// the world (especially since they would otherwise get stuck on
|
||||
// obstacles that smaller entities would not).
|
||||
let traversal_tolerance = scale + vel.0.magnitude() * 0.3;
|
||||
let node_tolerance = scale + vel.0.xy().magnitude() * 0.2;
|
||||
let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
|
||||
|
||||
let mut do_idle = false;
|
||||
let mut choose_target = false;
|
||||
@ -199,8 +208,12 @@ impl<'a> System<'a> for Sys {
|
||||
pos.0,
|
||||
vel.0,
|
||||
tgt_pos.0,
|
||||
AVG_FOLLOW_DIST,
|
||||
traversal_tolerance,
|
||||
TraversalConfig {
|
||||
node_tolerance,
|
||||
slow_factor,
|
||||
on_ground: physics_state.on_ground,
|
||||
min_tgt_dist: AVG_FOLLOW_DIST,
|
||||
},
|
||||
) {
|
||||
inputs.move_dir =
|
||||
bearing.xy().try_normalized().unwrap_or(Vec2::zero())
|
||||
@ -315,8 +328,12 @@ impl<'a> System<'a> for Sys {
|
||||
pos.0,
|
||||
vel.0,
|
||||
tgt_pos.0,
|
||||
1.25,
|
||||
traversal_tolerance,
|
||||
TraversalConfig {
|
||||
node_tolerance,
|
||||
slow_factor,
|
||||
on_ground: physics_state.on_ground,
|
||||
min_tgt_dist: 1.25,
|
||||
},
|
||||
) {
|
||||
inputs.move_dir = Vec2::from(bearing)
|
||||
.try_normalized()
|
||||
|
@ -146,20 +146,20 @@ impl Sys {
|
||||
},
|
||||
ClientMsg::SetViewDistance(view_distance) => {
|
||||
if let ClientState::Character { .. } = client.client_state {
|
||||
players.get_mut(entity).map(|player| {
|
||||
player.view_distance = Some(
|
||||
settings
|
||||
.max_view_distance
|
||||
.map(|max| view_distance.min(max))
|
||||
.unwrap_or(view_distance),
|
||||
)
|
||||
});
|
||||
|
||||
if settings
|
||||
.max_view_distance
|
||||
.map(|max| view_distance <= max)
|
||||
.unwrap_or(true)
|
||||
.map(|max| view_distance > max)
|
||||
.unwrap_or(false)
|
||||
{
|
||||
players.get_mut(entity).map(|player| {
|
||||
player.view_distance = Some(
|
||||
settings
|
||||
.max_view_distance
|
||||
.map(|max| view_distance.min(max))
|
||||
.unwrap_or(view_distance),
|
||||
)
|
||||
});
|
||||
} else {
|
||||
client.notify(ServerMsg::SetViewDistance(
|
||||
settings.max_view_distance.unwrap_or(0),
|
||||
));
|
||||
|
@ -8,7 +8,7 @@ use common::{comp, terrain::TerrainChunkSize, vol::RectVolSize};
|
||||
use conrod_core::{
|
||||
color, position,
|
||||
widget::{self, Button, Image, Rectangle, Text},
|
||||
widget_ids, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
|
||||
widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
|
||||
};
|
||||
use specs::WorldExt;
|
||||
use vek::*;
|
||||
@ -23,7 +23,11 @@ widget_ids! {
|
||||
mmap_plus,
|
||||
mmap_minus,
|
||||
grid,
|
||||
indicator
|
||||
indicator,
|
||||
mmap_north,
|
||||
mmap_east,
|
||||
mmap_south,
|
||||
mmap_west,
|
||||
}
|
||||
}
|
||||
|
||||
@ -39,6 +43,7 @@ pub struct MiniMap<'a> {
|
||||
fonts: &'a ConrodVoxygenFonts,
|
||||
#[conrod(common_builder)]
|
||||
common: widget::CommonBuilder,
|
||||
ori: Vec3<f32>,
|
||||
}
|
||||
|
||||
impl<'a> MiniMap<'a> {
|
||||
@ -49,6 +54,7 @@ impl<'a> MiniMap<'a> {
|
||||
rot_imgs: &'a ImgsRot,
|
||||
world_map: &'a (img_ids::Rotations, Vec2<u32>),
|
||||
fonts: &'a ConrodVoxygenFonts,
|
||||
ori: Vec3<f32>,
|
||||
) -> Self {
|
||||
Self {
|
||||
show,
|
||||
@ -58,6 +64,7 @@ impl<'a> MiniMap<'a> {
|
||||
world_map,
|
||||
fonts,
|
||||
common: widget::CommonBuilder::default(),
|
||||
ori,
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -195,10 +202,12 @@ impl<'a> Widget for MiniMap<'a> {
|
||||
[w_src, h_src],
|
||||
);
|
||||
|
||||
let map_size = Vec2::new(170.0, 170.0);
|
||||
|
||||
// Map Image
|
||||
Image::new(world_map.source_north)
|
||||
.middle_of(state.ids.mmap_frame_bg)
|
||||
.w_h(170.0 * SCALE, 170.0 * SCALE)
|
||||
.w_h(map_size.x * SCALE, map_size.y * SCALE)
|
||||
.parent(state.ids.mmap_frame_bg)
|
||||
.source_rectangle(rect_src)
|
||||
.set(state.ids.grid, ui);
|
||||
@ -212,6 +221,37 @@ impl<'a> Widget for MiniMap<'a> {
|
||||
.floating(true)
|
||||
.parent(ui.window)
|
||||
.set(state.ids.indicator, ui);
|
||||
|
||||
// Compass directions
|
||||
let dirs = [
|
||||
(Vec2::new(0.0, 1.0), state.ids.mmap_north, "N", true),
|
||||
(Vec2::new(1.0, 0.0), state.ids.mmap_east, "E", false),
|
||||
(Vec2::new(0.0, -1.0), state.ids.mmap_south, "S", false),
|
||||
(Vec2::new(-1.0, 0.0), state.ids.mmap_west, "W", false),
|
||||
];
|
||||
for (dir, id, name, bold) in dirs.iter() {
|
||||
let cardinal_dir = Vec2::unit_x().rotated_z(self.ori.x as f64) * dir.x
|
||||
+ Vec2::unit_y().rotated_z(self.ori.x as f64) * dir.y;
|
||||
let clamped = (cardinal_dir * 3.0)
|
||||
/ (cardinal_dir * 3.0).map(|e| e.abs()).reduce_partial_max();
|
||||
let pos = clamped * (map_size * 0.73 - 10.0);
|
||||
Text::new(name)
|
||||
.x_y_position_relative_to(
|
||||
state.ids.grid,
|
||||
position::Relative::Scalar(pos.x),
|
||||
position::Relative::Scalar(pos.y),
|
||||
)
|
||||
.font_size(self.fonts.cyri.scale(18))
|
||||
.font_id(self.fonts.cyri.conrod_id)
|
||||
.color(if *bold {
|
||||
Color::Rgba(0.75, 0.0, 0.0, 1.0)
|
||||
} else {
|
||||
TEXT_COLOR
|
||||
})
|
||||
.floating(true)
|
||||
.parent(ui.window)
|
||||
.set(*id, ui);
|
||||
}
|
||||
} else {
|
||||
Image::new(self.imgs.mmap_frame_closed)
|
||||
.w_h(174.0 * SCALE, 18.0 * SCALE)
|
||||
|
@ -600,6 +600,7 @@ impl Hud {
|
||||
debug_info: DebugInfo,
|
||||
dt: Duration,
|
||||
info: HudInfo,
|
||||
camera: &Camera,
|
||||
) -> Vec<Event> {
|
||||
let mut events = std::mem::replace(&mut self.events, Vec::new());
|
||||
let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets();
|
||||
@ -1499,6 +1500,7 @@ impl Hud {
|
||||
&self.rot_imgs,
|
||||
&self.world_map,
|
||||
&self.fonts,
|
||||
camera.get_orientation(),
|
||||
)
|
||||
.set(self.ids.minimap, ui_widgets)
|
||||
{
|
||||
@ -2251,7 +2253,7 @@ impl Hud {
|
||||
if let Some(maybe_id) = self.to_focus.take() {
|
||||
self.ui.focus_widget(maybe_id);
|
||||
}
|
||||
let events = self.update_layout(client, global_state, debug_info, dt, info);
|
||||
let events = self.update_layout(client, global_state, debug_info, dt, info, camera);
|
||||
let camera::Dependents {
|
||||
view_mat, proj_mat, ..
|
||||
} = camera.dependents();
|
||||
|
Loading…
Reference in New Issue
Block a user